
Player: Wayne
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Combat Maneuvers
| Maneuver | Effect | |||
| Block | stops attacks, abort | |||
| Brace | +2 vs. RMod | |||
| Disarm | disarm: STR vs. STR | |||
| Dodge | vs. all attacks, abort | |||
| Grab | grab, do STR | |||
| Haymaker | 3d6 bef. Pushing | |||
| Move By | 1d6+v/5 | |||
| Move Through | 2d6+v/3 | |||
| Set | ||||
| Strike | STR or weapon type | |||
| Other Attacks | ||||
| Covered | target held at gunpoint | |||
| Dive for Cover | moves character, abort | |||
| Pull a Punch | full STUN, ½ BODY | |||
| Roll w/Punch | ½ STUN/BODY, abort | |||
| Snap Shot | duck behind cover | |||
| Suppression | continuous autofire | |||
| Sweep | hit mult. targets HTH |
POWERS
Cost Power END
16 Multipower (40-pt reserve) ; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Requires Skill Roll: -½ (40)
u-2 10d6 Dispel Magic ; Range: 185; Affects: Any Single Power of Special Effect, +¼ (37) 4
u-1 6d6 Ray of Frost ; Range: 185; Versus: ED; No Knockback: -¼; Reduced END: Half, +¼; Active Points: 37; Beam Attack: -¼ (37) 1
u-1 4d6 Aid Body (Fade/turn, Max. 24) ; Restore Only Lost Characteristics and Powers: -½; Active Points: 20 (20) 2
u-1 4d6 Aid Stun (Fade/turn, Max. 24) ; Restore Only Lost Characteristics and Powers: -½; Active Points: 20 (20) 2
u-1 2d6 Suppress Magic ; Range: 150; Affect: All Powers of Special Effect, +2; Active Points: 30 (30) 3
u-1 Detect Evil (+6 to PER) ; Range: Ranged, +5; Active Points: 20; Costs END: -½ (20)
u-1 Detect Magic (+6 to PER) ; Range: Ranged, +5; Costs END: -½; Active Points: 20 (20)
u-1 Detect Poison (+6 to PER) ; Range: Ranged, +5; Costs END: -½ (20)
u-1 Detect Water (+6 to PER) ; Range: Ranged, +5; Costs END: -½ (20)
10 Mage Armor (7 PD/7 ED) ; Requires Magic Skill Roll: -½; Reduced END: Half, +¼; Active Points: 17; Extra Time Required: Only At Startup, ½; Extra Time: full phase, -½ (17) 1
7 6″ Flight (NC: 12″) ; Non-Combat (MPH): 13; Requires Magic Skill Roll: -½; Extra Time Required: Only At Startup, ½; Extra Time: full phase, -½ (12) 1
SKILLS
Cost Name
2 AK: Zylistan 11-
2 CK: Halay 11-
3 Conversation 13-
2 KS: History of Magic 13-
4 KS: Magical gifts of Isis 14-
2 KS: Religious dogma (Tenents of Geslan) 13-
2 KS: Religious Procedures (Ceramonies of Geslan) 13-
2 KS: Zylistani Magic 13-
3 Linguist
3 LS: Common (Completely Fluent w/accent) ; Literacy: Literate (if not standard), 1
3 LS: Dwarvish (Fluent Conv.) ; Literacy: Literate (if not standard), 1; Dissimilar Language: +1
2 LS: Elvish (Fluent Conv.) ; Literacy: Literate (if not standard), 1
1 LS: Zylistani (Imitate Dialects) ; Literacy: Literate (if not standard), 1
13 Magic Skill 18-
3 Oratory 13-
3 Paramedic 13-
3 Perk: Priest
3 Persuasion 13-
7 Riding 14-
3 Scholar
2 WF: Common Melee Weapons
1 WF: Quarterstaff
112 : Skills and Powers Cost
Disadvantages
Cost Name
5 DF: Priest-Mage of Geslan; Concealability: Easily, 5
15 Hunted; Capabilities: More Powerful, 15
20 Always promotes faith
15 Coward
15 Greedy
5 Pactage Bonus Wandering Priest +Adventuring Wizard
5 Reputation
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APPEARANCE
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BACKGROUND
POWERS/TACTICS
PERSONALITY/MOTIVATION